Darkest Dungeon®

Darkest Dungeon®

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Mr. G Mar 1, 2017 @ 2:03am
The Sodden Crew, what is a good strategy for this odd Boss?
I played terribly against this boss but still managed to beat it. I know I'm using my Man-at-arms poorly, can you guys tell me what I could have done differently?

https://www.youtube.com/watch?v=xeQsofa-64A

I'm still figuring the Cove out. What heroes and strategies do you guys like against this strange boss.
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Showing 1-15 of 20 comments
Solo Death Mar 1, 2017 @ 2:08am 
This boss is my weakest one so I'm of basically no help. A shuffle composition is obviously good but that's kind of why I'm weak here, I don't use shuffle comps ever. I will say that if you can buff up someone's move skill, like the Bounty Hunters, it makes this boss a complete joke if you can successfully knock back the anchorman because he can't do anything from the back.
Sunwave Mar 1, 2017 @ 2:16am 
So... the two main characteristics you're supposed to take from this battle:
- The boss hardly damages you at all. He just doest stress, stress, stress, stress.
- The guy in the front actually has two different states.
-- When he gets summoned, he has 50% defense.
-- He will then bind your front-row hero and lose his defense bonus, and heal once in the
process. Now, this will stress your hero AND heal the boss *every time someone moves*.
So 6 times per turn, until your hero has 100 stress. When he lets go, he heals.

You seem pretty smart so it should be obvious what to focus on from there. =P You still have a veteran boss to mess around with before you have to deal with his final form.
Lujo Mar 1, 2017 @ 3:24am 
Crusader does extra damage to the undead and even has a skill that hits both front row slots I kinda always use him for the crew.

Occultist can at least stab from the front, so he's probably the better healer for the run (he's also good in the cove in general).

I generally start there.
Mr. G Mar 1, 2017 @ 3:25am 
Originally posted by Sunwave:
So... the two main characteristics you're supposed to take from this battle:
- The boss hardly damages you at all. He just doest stress, stress, stress, stress.
- The guy in the front actually has two different states.
-- When he gets summoned, he has 50% defense.
-- He will then bind your front-row hero and lose his defense bonus, and heal once in the
process. Now, this will stress your hero AND heal the boss *every time someone moves*.
So 6 times per turn, until your hero has 100 stress. When he lets go, he heals.

You seem pretty smart so it should be obvious what to focus on from there. =P You still have a veteran boss to mess around with before you have to deal with his final form.

I did notice this boss did very little damage and quite a bit of stress. It was odd one for sure. We'll see what happens when I really have to put the "big boy" pants on.
No One Mar 1, 2017 @ 3:29am 
Originally posted by Solo Death:
if you can successfully knock back the anchorman because he can't do anything from the back.
Anchorman has 200% move resist, meaning actual immunity. The boss only has 100%.

Don't use marks as they'll wear off almost instantly.

Anchorman has standard low stun resistance.
Mr. G Mar 1, 2017 @ 3:30am 
Originally posted by No One:
Originally posted by Solo Death:
if you can successfully knock back the anchorman because he can't do anything from the back.
Anchorman has 200% move resist, meaning actual immunity. The boss only has 100%.

Don't use marks as they'll wear off almost instantly.

Anchorman has standard low stun resistance.

I didn't know enemies could have mark resistance, every time I play this game I learn something. DD is definitely easy to play and hard to master.
No One Mar 1, 2017 @ 3:38am 
Marks can't be resisted. However, the crew takes double turns, and it ticks down on each of them. If you mark between the crew's turns it's entirely possible for the crew to go first next turn, and go twice, meaning it wears off before anyone else moves.
Last edited by No One; Mar 1, 2017 @ 3:39am
Mr. G Mar 1, 2017 @ 3:49am 
Originally posted by No One:
Marks can't be resisted. However, the crew takes double turns, and it ticks down on each of them. If you mark between the crew's turns it's entirely possible for the crew to go first next turn, and go twice, meaning it wears off before anyone else moves.

Thanks for clearing that up. Well that makes sense. So good for DOT, and not for marks. I'm learning. Slowly.
No One Mar 1, 2017 @ 4:12am 
Bosses are long fights and most of the DOTs are going to tick down anyway. There is a benefit but don't overstate it. E.g. the blight probably would do ten extra damage, if you did nothing but blight, compared to you taking off 20 hp per round on average.

The flesh is the one that really takes extra damage from that stuff. Harvest and plague bomb both do double ticks, and harry does quad.
Last edited by No One; Mar 1, 2017 @ 4:12am
Mr. G Mar 1, 2017 @ 4:27am 
Originally posted by No One:
Bosses are long fights and most of the DOTs are going to tick down anyway. There is a benefit but don't overstate it. E.g. the blight probably would do ten extra damage, if you did nothing but blight, compared to you taking off 20 hp per round on average.

The flesh is the one that really takes extra damage from that stuff. Harvest and plague bomb both do double ticks, and harry does quad.

I will remember that. Any tips for the Siren?
No One Mar 1, 2017 @ 4:28am 
The siren cheese is stacks of holy water. Makes you immune to her gimmick.

To fight it legit, bring zero-damage stuns like the bounty hunter with flashbang.
My favourite suboptimal party is great here: PD-OCC-BH-HEL. (Note, blinding gas + finish him is pretty rad.)
Last edited by No One; Mar 1, 2017 @ 4:28am
easiest boss hahahhahah
nightshift Mar 1, 2017 @ 10:43am 
A bit unorthodox method which I used when facing the Champion version in NG+ mode is having packed my Crusader with +virtuous trinkets, got him courageous and kept on the front (make sure to have Holy Lance set). He was immune to the anchor and we got the boss killed within a few rounds.
Champion Crew has insane regeneration and can wear people out with stress quite fast, so I don't really consider them easy. Make sure bring anti-undead characters and trinkets.
Solo Death Mar 1, 2017 @ 11:10am 
Originally posted by No One:
Originally posted by Solo Death:
if you can successfully knock back the anchorman because he can't do anything from the back.
Anchorman has 200% move resist, meaning actual immunity. The boss only has 100%.

Don't use marks as they'll wear off almost instantly.

Anchorman has standard low stun resistance.
That's what I meant, it's basically the same thing. Either way you're making the Anchorman do nothing.
Syntax Error Mar 1, 2017 @ 11:16am 
Originally posted by No One:
Originally posted by Solo Death:
if you can successfully knock back the anchorman because he can't do anything from the back.
Anchorman has 200% move resist, meaning actual immunity. The boss only has 100%.
Yeah, as I recall, the first time I fought this boss I used either Eldritch Pull or the PD's shuffle stun on the big boss to pop it up front (and force the Anchorman to the rear) and the battle was nothing after that. I don't even think I did it intentionally, which is why I think it may have been the shuffle stun (was just trying to stun, crippling the Anchorman was just surprise value added).
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Date Posted: Mar 1, 2017 @ 2:03am
Posts: 20